I will be switching the notation soon.
A general thread for Sonya Blade combos, mixups, matchups, or if you just want to talk about Sonya. Didn’t see a thread so I figured I’d make one, since she is pretty popular. I mean come on, with a rack and moves like that, how can you not like her?
Also I have been gathering some of the new information from the newly updated guide on TYM. Don’t credit me, credit them.
B,F+LP - Energy Ring Blast - projectile, safe up close. Somewhat useful. EX version is decent, two shots, good for chip and the likes.
B,F+HK - Leg Grab - DO NOT USE THIS OUTSIDE COMBOS. Invincible as a wake up.
D,B+LP - Kiss - grants a combo on hit, can be ducked and uppercutted. EX version slightly faster.
D,B+HK - Arc Kick - for going over projectiles and heavily punishable. Invincible as a wake up.
D,F+LK - Kartwheel -safe cartwheel, and launches. Can jump back dive kick on block (if you think they’ll follow), EX has armor.
D+HK (in air) - Air Drop - good for crossing up, but punishable if blocked. Leads to good damage.
Air Throw - Grab in air - beats air normals, but can be punished if whiffed and landed.
D,B+HP - Military Stance - stance that leads to mixup, and can be made to make things safer.
HK - Double Kick
LK - Power Knee
LP - Shoulder
HP - Knockdown
LK+LP, LP+HP - Tackle
F+B -Dash Punches
B+HP - Lift Off
B+HK - Hit the Deck
*About Military Stance - after trapping someone with a safe string, cancel to Military Stance, dash cancel, repeat. You can yomi your opponent with jumping out or hitting buttons with B+HP or Kartwheel respectively. If you think they will then try to duck, go for the tackle (LK+LP, LP+HP). Can also make blocked jump in punches safe.
See Tom Brady’s video [media=youtube]EFPDd9BSo3s[/media]. More info in the guide linked above.
X-Ray Attack - Good by itself, not really good in combos, but it is unbreakable damage, so use it to your discretion.
LP - crouch blockers get hit, but whiffs on repeat. Whiffs on non-blocking crouchers.
LK - standard outward kick
HP - downward puch, hits crouchers
HK - knee kick, hits crouchers
D+HP - standard uppercut, misses crouchers, anti air
B+HP - hook punch, misses crouchers
F+HP - backfist, hits crouchers
B+LK - hop kick, hits crouchers
F+HK - overhead kick, spins opponent, safe on block, grants a safe jump in
B+HK - conventional sweep
Throw - gains her and advantage to do dive kick shenanigans.
LP, LP, HP - High, High, High
LP, LP, HK - High, High, High (last hit launches, safe on block)
HP, LP, B+LK - High, High, High (last hit knocks away, first two hits are safe on block)
HP, LP, B+HK - High, High, Low (last hit sweeps, first two hits are safe on block)
F+HP, HP, HK - High, High, Overhead (second hit whiffs on crouching)
B+HP, LP, F+HP - High, High, High (last hit launches, safe on block)
LK, LP, HP - High, High, High (second hit launches and misses crouchers)
LK, LP, HK - High, High, High (second hit launches and misses crouchers)
HK, HK - High High (safe on block)
Military Stance - HK - High, High (launches, second hit can whiff if not close enough, safe on block)
Military Stance - LK - High (launches)
Military Stance - HP - High (knocks away, Sonya will pass through a blocking opponent in the corner?)
Military Stance- LP - High (bumps away)
Military Stance - LP+LK, LP+HP - Medium (grabs crouch blockers)
Military Stance - F+LP - Low, Low (knocks down, safe on block)
Military Stance - B+HP - High (launches, whiffs crouchers, safe on block)
Military Stance - B+HK - Low (sweeps, knocks down, faster than regular sweep)
B+HP, LP, F+HP, Tag
LP, LP, Tag
HP, LP, Tag
F+HP, HP, Tag
LK, LP, Tag
D, D, B, F, LP - Scissor Split
D, B, F, B, HK - Kut-Throat
B, F, D, LP - Stage Fatality
D, D, F, LK - Babality